Warden

A Half-Orc kneels in the centre of his village, entreating the land for power as the armoured raiders approach. Rising, he charges to face them, battleaxe glowing with a ghostly red power, and the earth rumbles with each step.

A Dragonborn hefts a javelin, standing atop a sand dune in the midday sun, blue scales flashing. The nest of Giant Scorpions boil below and her first throw skewers one, pinning it the the earth. She pulls another and raises her shield, wreathed in green power, as the monstrous insects attack.

Shortswords a flashing blur of silver, the High Elf presses the wyvern back against the mountainside. Faint sigils of power hang in the air around the beast, and the Elf flows back and barks a command. The symbols flash. A rocky replica steps from the mountainside and grabs the wyvern around the throat.

Mountain, desert, forest or sea; each place has its own specific song, and Wardens are in tune with it like no other. Be it a place of natural power, or an ancient settlement, Wardens defend and protect the land and the people within it from those who wish to destroy.

One with the Land

Where Druids and Rangers share a deep affinity and understanding of nature, a Warden share a deep bond with Place. It often starts as a simple feeling of belonging, but often in times of threat or upheaval, the land itself co-opts those it is close to, affording them power from the land itself.

How the warden uses this power is varied, but often it is in service to some natural cycle that, for whatever reason, cannot manifest itself. For some, it’s simple husbandry of the wild, or ensuring civilisation lives in harmony with the place it has settled. Other times the bond to the land requires more extreme action: destroying the established order so the land can renew itself, or building entirely new structures on top of failed or corrupted roots.

The land itself is incredibly varied, and so a Warden’s duties often are too. Ancient fortress towns high in the mountains might require defending from being overrun by spirits from the locations bloody history. A wild forest might periodically need burning in order to stop invasive wildlife growing out of control, and to clear the canopy for new growth. A city might need trees planted, sewers cleaned, and parks protected from urbanisation so it maintains the balance of the rural town it once was. A Warden, above all else, is a servant to the very fabric of a location.

Implacable Defenders

Because of their ties to the lands and places where they live, a Warden is as easily to erase as a hill or a lake. Their power comes from reflections of the elements within reality around them (unlike druids who access these primal forces directly), and so they fight and defend their homes as though the very land itself was aiding them strength.

Often this bond with the land does not require a Warden’s help for many years, and so they are free to wander, though they always carry with them a clear sense of home. Their bond travels with them too through the connections between all the lands; their power is not diminished by time or distance. As such, Wardens are often drawn to the defence of other places under threat of corruption, destruction, or unwanted transformation - a shield for the world against forces of evil and chaos.

Creating an Warden

When making a Warden, consider first of all where your character came from, what things and people do you feel tied to, and what aspects of that place resonate most strongly with you. Perhaps you are a hermit living in the wild, thinning out the areas predators and battling invasive species. Maybe you live in an old town near a site of power that attracts looters and evil forces alike. Or do you range across mountain passes, keeping the roads clear and protecting your family that runs the network of inns along the way.

What is it that has pulled you away from the place you feel such a part of? Are you on a quest to find some artifact or being that could cure a plague on your lands? Maybe you’ve just complete your most recent renewal of the fields of your hometown and finally have some time to see the world. Perhaps you failed in your task and your lands were destroyed - now you wander, looking for a site to begin afresh.

Quick Build

You can make a Warden quickly by following these suggestions. First put your highest score in Strength, followed by Intelligence. Second, choose the Hermit Background.

Class Features

As Warden, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Warden level.
Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Warden level after 1st

Proficiencies

Armor: Light Armour and Shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Athletics, Animal Handling, Medicine, Nature, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A spear and a shield or (b) a longbow and 20 arrows
  • (a) A Shortsword or (b) any simple weapon
  • Leather armour, a Dagger, and an Explorer's Pack
The Warden
Level Proficiency Bonus Features Command Points Commands Known
1st +2 Natural Defender, Aspects (2) - -
2nd +2 Bond of the Land, Immovable - -
3rd +2 Command 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 5 3
6th +3 Bond of the Land Benefit 6 4
7th +3 Aspects (3) 7 4
8th +3 Ability Score Improvement 8 4
9th +4 Font of Life 9 5
10th +4 Minor Bond 10 5
11th +4 Bond of the Land Benefit 11 5
12th +4 Ability Score Improvement 12 6
13th +5 Aspect's Shadow 13 6
14th +5 Aspects (4) 14 6
15th +5 15 7
16th +5 Ability Score Improvement 16 7
17th +6 Aspect's Twin 17 7
18th +6 18 8
19th +6 Ability Score Improvement 19 8
20th +6 Bond of the Land Benefit 20 8

Natural Defender

Warden's do not give ground easily, and as such have honed their abilities with a shield to parry, block and feint with the speed and grace of the fastest swordsman's footwork.

At 1st level, when wielding a shield, you may add your Strength modifier to your AC in place of Dexterity, respecting maximum limits imposed by armour.


Aspects

Warden's share a connection with the very fabric of the land around them, Aspects of the four main elements that druids hold so dear. In battle a Warden is able to wrap these Aspects around them, binding enemies to them, and bring the land itself into the fight.

Whenever you make an attack using the Attack action, you may instead invoke one of the following four Aspects:





Kata: You make a flourish with your weapon and primal energies boil from it.

Make an attack as normal and place the aspect of Kata on the target.

While the Aspect of Kata is present, any time you hit with a standard weapon attack add 1d4 psychic damage to the damage roll.





Brott: You shift your weight, and bring your shield to bear with deadly effect.

If you are weilding a shield, make an attack roll using the shield as a weapon you are proficient in. The damage for this attack is equal to your Strength Modifier, and place the Aspect of Brott on the target.

While the Aspect of Brott is present, whenever the target hits you with an attack and you have a shield equipped, roll 1d4 and subtract that value from the damage taken.





Haran: Through your connection with the land, you pull the vitality from your foes and draw it into yourself.

You place the Aspect of Haran on the target, and it must make an Intellegence saving throw (DC 8 + your Intelligence Modifier + your Proficiency Bonus). On a failed save the target takes damage equal to half your Warden Level rounded up, and you regain the same amount of hit points.

While the Aspect of Haran is present, whenever you hit the target with a weapon attack, it must make another Intelligence saving throw. On a failed save, you regain hit points equal to your Intelligence Modifier.





Tarjetti: With a rallying cry you direct some of the force of your attacks into the land itself, sending out a shockwave of power that inspires any allies that hear your shout.

Make an attack as normal, but do not add any ability modifiers to the damage. All Allies within 30ft of you may reroll their damage dice on their next weapon attack. You may place the Aspect of Tarjetti upon the target

While the Aspect of Tarjetti is in place, any allies within five feet of you may roll 1d4 and add it to any attacks against the target.





You cannot invoke any Aspects if you are unable to place an Aspect on that target.

If you attempt to place an Aspect on a different target other than the one you currently have Aspects placed on, all Aspects are removed from the original target.

You can remove all Aspects at any time as a free action.

Reinforced Aspects

You only ever place one Aspect on a target whenever you Invoke an Aspect, but you may place more than one Aspect on a target during subsequent invocations. At 1st level, you are capable of placing a maximum of 2 Aspects on any one target. The number of Aspects you can place on any one target increases to 3 at 7th level, and to 4 at 14th level.

If you place 2 or more of the same Aspect on a target, you gain new benefits for the 2nd, 3rd, and 4th Aspects.

Kata: These abilities stack.

  • 2 Aspects: You may reroll one damage die whenever you hit the target with an attack. You must use the second roll even if it is lower
  • 3 Aspects: Gain an additional 1d4 Psychic Damage to damage rolls
  • 4 Aspects: You have advantage on attacks against this target.




Brott: These abilities stack.

  • 2 Aspects: You may reroll the dice when subtracting the damage. You must use the second roll even if it is lower
  • 3 Aspects: Gain an additional 1d4 to the damage reduction roll.
  • 4 Aspects: Instead of rolling, you gain resistance to any damage the target inflicts upon you.




Haran: These abilities stack.

  • 2 Aspects: The target has Disadvantage on the any Saves triggered by he Aspect of Haran
  • 3 Aspects: The target has Disadvantage even if it would normally have Advantage on the Saving Throw
  • 4 Aspects: The Target automatically fails any Saving Throws triggered by he Aspect of Haran, unless they use a legendary resistance.




Tarjetti: These abilities stack.

  • 2 Aspects: Allies within five feet of you add 1d4 psychic damage to damage rolls against the target
  • 3 Aspects: Allies within five feet of you also add your Intelligence Modifier to damage rolls against this target
  • 4 Aspects: Allies within five feet of you have advantage on attacks against this target.

Immovable

At 2nd level, your ties with the land feed strength to you whenever you need them, giving you the power and stability of the land itself.

When you are outside and standing on the ground, any attempts to move you against your will are like moving the land itself. It requires 10 feet of forced movement for every 5 feet you are pushed or pulled.

You also make an additional Constitution saving throws against any effects that would knock you prone.


Bond of the Land

At 2nd level you begin to focus on specific types duties your connection to your home required, strengthening you Bond to the Land even further.

Your Bond takes on the role of the Predator, of Rebirth, and of Unification.

They are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 11th and 20th levels.

Command

The Aspects a Warden can place upon foes make up at subtle language - various combinations and strengths of the Aspects of the four major elements produce a number of effects, assuming a Warden knows the correct Command to make those Aspects a reality.

At 3rd level, you learn three Commands of your choice. Your Command options are detailed at the end of the class description. When you gain certain Warden levels, you gain additional Commands of your choice, as shown in the Commands Known column of the Warden table. Additionally, when you gain a level in this class, you can choose one of the Commands you know and replace it with another Command that you could learn at that level.

As a free action, a Warden may shout a Command that matches the Aspects present on the Target. All Aspects are consumed and the Warden expends the number of Command Points equal to the number of Aspects Present - if there are more aspects present that the Warden has available command Points, the Warden cannot use a Command.

The Warden regains all Command points after a Short or Long Rest

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Font of Life

You reach into the ground beneath you, and draw forth the rejuvinating power of the land itself, healing wounds washing away exhaustion.

At 9th level, once per turn for the next minute you may use a bonus action to roll 1d6 and regain that many hit points.

If you take damage, you must make a concentration check as normal. If you fail, this feature ends and you must complete a short or long rest before you can use it again.

Minor Bond

At 10th level you gain the ability to create a minor bond with you immediate surroundings so your consciousness is ever so slightly subsumed into the land. You take 10 minutes of calm meditaiton and you can cast locate object without needed to expend a spell slot. The spells range is 1 mile, and ends as soon as you move from that spot. You can only locate objects that are outside, and you must be outside and in contact with the ground to cast the spell.

Once you use this feature you must perform a short or long rest before you can use it again.

Aspect's Shadow

At 13th Level, whenever you attempt to place an Aspect on a different target other than the one you currently have Aspects placed on, you may choose one Aspect and move it to the new Target. All other Aspects are removed.

Aspect's Twin

At 17th Level, whenever you place an Aspect on a Target, you can choose to place two of the same type instead of one.

Bonds of the Land

Warden's tend to the land in a number of ways, but they broadly fit into groups. Depending on their duties, and to what they possess a natural affinity for, or bias towards, Wardens will focus their skills and future training into a narrower band of skills.

Bond of the Predator

Wardens who follow this path see the land as something to be managed. Controlled. They can often be found maintaining the precarious balance of the ecosystems to ensure that no invasive species, or alpha predator, destabilizes the area. They insert themselves into the delicate balance of life and hunt with a will, spear in hand, like the feral hunters of their ancestors.

Hunter's Skill

When you choose this bond at 2nd level, whenever you make a weapon attack to place the Aspect of Kata on a target, you may use one of the following techniques:

Pinning shot: the target's move speed is halved until the start of your next turn.

Agile attack: Before making the attack roll, you may move upto ten feet towards the target.

Goad: If you hit the target, the target must make a Wisdom saving throw (DC 8 + your Intelligence Modifier + your Proficiency Bonus). On a failed save the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Body Shot: If you hit the target, roll a 1d4 instead of dealing damage as normal. The target must make a Strength saving throw (DC 8 + your Intelligence Modifier + your Proficiency Bonus). On a failed save, the target is pushed 5 feet x the roll of the d4 directly away from you.

You may use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature after a short or long rest.

Trained Hunter

At 6th level you may use your connection to the land to track enemies. Either the last enemy you placed an Aspect upon, or a specific target of which you hold an item dear to them, you have advantage on any survival checks to locate that being. If the target is further than 500 feet from you, you cannot track them. This lasts for ten minutes, or until you fail a concentration roll.

You cannot use this ability again until you have performed a long rest.

Violent Command

At 11th level, whenever you use the command ability using the Aspect of Kata, immediately place the Aspect of Kata on the target.

Land's Strength

At 20th level, you can summon the raw power of the land itself to power your attacks. You fade into a mist of power that streaks across the battlefield with the force of an avalanche.

Whenever you make a weapon attack, you can choose instead to make an attack in a line 60 feet long. Use one attack roll and damage roll for every creature in the line. The damage is blugeoning, regardless of what the weapon damage type is.

If one of the enemies has Aspects placed upon them, resolve as appropriate.

Bond of Renewal

Those Warden's that choose this bond have a strong belief that upheaval is vital for evolution. They will destroy to cultivate, destabilise entire ecosystems so that natural orders can reestablish themselves.

These Wardens have an unparalleled grasp of the language of the land around them, empowering their Commands and manipulating the very fabric of reality.

Roaring Command

When you choose this bond at 2nd level, whenever you speak a Command that affects a single target, you can choose instead to Roar the Command. Every creature within ten feet of the target is considered targeted by the Command.

Alter reality

At 6th level, you can speak directly to the Aspects of the elements that shape the world. You learn the Thaumaturgy Cantrip and you gain the ability to cast the spell Alter Self once per long rest.

Scorched Earth

At 11th level, whenever you issue a Command, you can instead choose to unleash a torrent of raw, cleansing fire.

Spend Command Points as normal, but instead cast Fireball, centred on the target. Cast the spell at 3rd level if there is 1 Aspect on the target , 5th if there are 2 Aspects, 7th if there are 3 Aspects, and 9th if there are 4 Aspects.

You may use this ability twice. You regain expended uses after a short or long rest.

Master of the Land

At 20th level, whenever you would roll a dice for any Command, use the maximum result instead.

Bond of Unification

The bond of Unification entreats Wardens to build and repair the land so that it might flourish. This includes healing rifts in communities as well as tending to the land.

Wardens who follow this path believe that positive action, nurturing alliances and creating beneficial circumstances is the best way for the land to fulfil its potential.

Benign connection

When you choose this bond at 2nd level, Once on your turn, when you would benefit from the Aspect of Brott: or Haran: you may choose one conscious ally within 30 feet. They receive this benefit instead of you.

Cooperation

At 6th level, whenever an ally within 30 feet of you makes a charisma based skill check you may give them advantage on the roll.

You may not use this feature again until you have completed a short or long rest.

From the Strength of All

At 11th level, you gain the ability to draw from the vitality of your allies to bolster yourself.

Whenever you issue a Command, roll 1d4 for every ally within ten feet of you. You regain hit points equal to the roll.

Unending Regeneration

At 20th level, if you are below half of your hit points, at the start of every turn roll 1d4 and regain that many hit points.

Commands

Whenever a Warden issues a Command , she is actually changing reality slightly; the Aspects to which she is speaking are reflections of the pure elements (earth, wind, water, fire) and is bringing them into being is sudden, amazing ways.

A warden may only issue so many Commands before her ability to change the land around her diminishes. She spends Command Points to issue commands. The more Aspects she Commands at any one time, the more taxing the Command.

The cost in Command Points is equal to the number of Aspects present, from one to four. Some Commands have ongoing effects that require concentration. These effects are treated the same as concentration spells, unless stated otherwise.

Fires from Heaven

The Warden unleashes raw energy onto the target, burning them from withing.

The target must make a Consititution saving throw. On a failed save, the target takes 2d8 damage for each aspect of Kata upon them. If they succeed, they take half as much damage.


Empowered Shield

(Concentration)

The warden pulls the energy of the Aspect into themselves, focusing the power upon their shield

For each Aspect of Brott upon the target at the time of the Command, the Warden's AC increases by 2. This benefit last for 1 minute. At the start of each turn the Warden must make a concentration check. On a failed check, this ability ends.

Lingering Recovery

(Concentration)

The warden direct the power into the earth, drawing power from it.

At the end of every turn, the Warden regains 1 hit point for each Aspect of Haran upon the target at the time of the Command.

At the start of each turn the Warden must make a concentration check. On a failed check, this ability ends.

To Me!

(Concentration)

The Warden uses their inspiring powers to increase the potency of their abilities, becoming a beacon of hope an power on the battle field.

For each Warden ability that requires the roll of a 1d4, that is increased by 1 dice size per apect of Tarjetti upon the target. The affect lasts for 1 minute.

At the start of each turn the Warden must make a concentration check. On a failed check, this ability ends.

Disrupt Magic

The Warden creates a fog of constantly shifting reality centred on the target that dissipates and reflects magical energy back on the caster.

The Target must make a Constitution Saving throw. On a failed save the target takes 1d8 force damage for each Aspect of Kata present. Additionally any time the target attempts to cast a spell, they must make an Intelligence Saving Throw (DC 8 + your Intelligence Modifier + your Proficiency Bonus). On a failed save the target takes 1d8 force damage and cannot cast the spell.

On a successful save the targets removes one layer of this spell. The number of layers equals the number of Aspects of Brott present at time of casting. Once all layers are gone, the effect ends.

Vitality siphon

The Warden binds the enemy's life force to his through the Land itself, weakening his enemies and bolstering himself.

The Target must make a Constitution Saving throw. On a failed save the target takes 1d8 force damage for each Aspect of Kata present. The Warden regains hitpoints equal to the damage dealt.

If more than one Aspect of Haran is present at the time of the Command, the Warden may target an additional enemy with the effect per Aspect of Haran above one.

Conjure Ally

(Concentration)

With a simple Command, the Warden manifests a copy of herself from the very land around her that lasts for 1 minute. This replica looks similar to the Warden, but is altered slightly to reflect the surroundings (e.g. made of stone if in the mountains, green and prickly if in the desert).

The Conjured Ally moves and attacks whenever the Warden makes a Move or Attack Action. It can take no other actions. If it attacks, the Warden makes a spell attack roll, and it does damage equal to the Warden's Intelligence modifier psychic damage. This increases by 1d8 for each Aspect of Kata present at the time of the Command.

The Aspect has an AC equal to 10 + The Warden's Intelligence modifier. Each hit removes one of the Aspects of Tarjetti used to Conjure the Ally. Once all the Aspects have been removed, the Ally vanishes.

The Conjured Ally does not gain any bonuses, cannot be healed, and cannot be affected in any way other than through spell or weapon damage.

Gladiator's Sphere

(Concentration)

The Warden can use their reaction to create a pocket of reality, where only they and an enemy can exist.

The Warden and one enemy within 5 feet of Large size or smaller, are locked inside a ten foot diameter sphere of energy. An unwilling creature must make a dexterity save. On a failed save the Warden and the target are locked inside for 1 minute.

Nothing---not physical objects, energy, or other spell effects---can pass through the barrier, in or out, though creatures in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

While inside the sphere, the warden gains an AC bonus equal to the number of Aspects of Brott present at the time of the Command. Also, any time the Warden would regain hitpoints due to the presence of Aspects of Haran, they gain additional hit points equal to three times the number of Aspects of Haran present at the time of the Commnad.

The Warden may use a bonus action to dismiss the sphere.

For the Cause!

For a short space of time, the Warden is able to create a sympathetic bridge between him and another ally nearby. Any time the Warden suffers damage from an attack, they roll 1d8 for each Aspect of Brott present at the time of the Command. This damage is then taken by one willing ally within fifteen feet of the Warden.

This effect last for a number of turns equal the the number of Aspects of Tarjetti present at the time of the Command.

Inspired Resolve

With a rallying cry tinged with the power the Warden controls, they inspire allies to great feats of resistance.

One Ally within 30 feet of the Warden who can hear them may immediately make a saving throw against one effect that requires a saving throw to end.

Avatar of Battle

(Concentration)

The Warden calls on the power of the land itself to fortify his power and increase the potency of his abilities.

For 1 minute, anytime the Warden or an ally would roll a 1d4 due to an effect from an Aspect placed on an enemy, they instead roll a 1d8. If there is a fourth Aspect present at the time of the Command, this increases to a 1d10.

Brilliant Shield

There is a flash of power for the Warden's shield and a blast of light hits the enemy, momentarily disorientating them.

The Target must make a Constitution Saving throw, or it is stunned until the end of the Warden's next turn. If there is a fourth Aspect present at the time of the Command, the target also takes 4d6 radiant damage on a failed save.

A Feast of Pain

The Warden summons a huge spear of power and slams it into the enemy, using the pain caused to rally his allies.

The Warden makes a melee weapon attack. On a hit, the target takes 4d6 points of damage. The Warden then creates a pool of healing which he can share with any allies within 30 feet of him, not including himself. If there is a fourth Aspect present at the time of the Command, the damage is increased to 8d6.

Any unused healing is lost at the end of the Warden's turn.

Shared Suffering

(Concentration)

Using the land around him as a catalyst, the Warden creates a sympathetic bond between himself and his enemies.

For 1 minute, anytime the Warden suffers damage, the target must make a Constitution Saving throw, or takes half the damage instead of the Warden. If a fourth Aspect is present at the time of the Command, the target has disadvantage on the saving throw.

Imminent victory

(Concentration)

Using all the Aspects of the land, the Warden remakes himself in the eyes of his enemies as an unstoppable, implacable warrior. The thought of facing such a foe drains the fight from them.

The Target must make a Wisdom Saving throw or is considered charmed by you for 1 minute. During that time, any attacks it makes against you have disadvantage, and any attacks against it have advantage.

Each time the enemy takes damage for someone who isn't you, it may make another saving throw. If they succeed, the effect ends.